Fair Snares - A Rework to the Snare System

  • Rikumaru
    Rikumaru
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    Snares are quite possibly the most frustrating thing in this entire game. Magicka builds should have access to some form of snare immunity that isn't mist form (psj skill line?) and shuffle snare immunity should be buffed to 6 seconds. Also why does heroic slash have a 60% snare?
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  • ZOS_RogerJ
    ZOS_RogerJ
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    Just a friendly reminder, as some posts have been removed, to keep the thread on-topic, civil and constructive. Also please be mindful of our community rules when posting to the forums.
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  • Minno
    Minno
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    Jules wrote: »
    Solariken wrote: »
    Really great points Jules. However I don't want to see any global bandaid fixes this time. We need targeted adjustments exactly like is happening with Time Stop.

    For examples,

    Instead of a football field of snares on Sacred Ground, it could give Minor Expedition to the Templar and reduce resistances of enemies within.

    Dk Warmth could be reduced to a proc chance, maybe 10-15% with some ancillary effect added when it procs.

    Wall of Frost could perhaps only apply the snare when the root procs instead of a constant snare. Ice should be slippery anyway, not snarey.

    Anyway just some ideas. I hope they approach it intelligently instead of lazily.

    Agree w/ some of these and not so much with others, @Solariken

    I think the minor expedition to templar, while I would totally love that and definitely benefit from it, wouldn't make sense for the class. Templar is meant to be a melee class and by design shouldn't be speedy/kitey. Minor expedition on this skill- which is nearly always down, would be too much. When procced, it would too give templar the same base speed as sorcs (hurricane) and that just seems wrong as that's their class identity, not ours.

    I sortof like the concept of reduction of resistances but it would have to be by a pretty small amount and maybe even have a cap of 6 players and also not stack if multiple purifies are down. The aoe is massive so your opponent basically has no way to get out of it, reducing their resistances by too much would be insanely powerful and have nearly 0 counterplay to many classes. And to be fair, purify is already an insanely powerful skill just by its base design. It most likely could have the snare removed and not be compensated with anything at all and still be perfectly useful.

    I like the concept of warmth being a proc chance instead of a constant. I'm not sure it'd just put it at a random 10-15% RNG roll, maybe make it proc at higher rate but smaller window (like 40% proc chance if target below 50% health ect). I don't really like the concept of passive snares at all but I can respect that a snare makes sense in DK toolkit somewhere as its a melee/brawler type class. This snare helps them secure the kill against a more mobile, dodgerolly class and that's good. Though they already have roots and snares available through skills, mdk barspace is pretty tight as is with having to run multiple dots for pressure. Wouldn't want to oppress them too much.

    The third concept about wall of frost I like all around without change, and agree, ice is meant to be slippery, not snarey. Very intelligent breakdown, appreciate your input.

    I like the mobilty option for Templar ritual. Because, while it has a high uptime, minor sources are intended to be higher uptime (like minor mending given to us instead of major mending). And 10% speed you won't feel; yes it's great but you'll still die. Otherwise I think Templar needs an AOE control or proactive defense to return to an underused skill (blazing shield, hasty prayer, etc). And stsmplar need healing buffs since wrobel designed then to have access to major mending then removed that plus minor vitality and removed crit hit heals off our passive lol.

    Frost wall just needs it's snare dropped to 30% or given 100% uptime on a root with chilled status effect giving minor maim + a small dot.

    I think the solution to snares is giving classes immunity but on interesting underused skills with distinct drawbacks for running. For example, DK got it off wings but it has huge cost and requires wings to be cast every 2 seconds. Templar has purge but there aretoo many debuffs; maybe it needs a snare/immobilze removal with immunity while standing in it. Or just removal since it's still 5 effects, it can still have drawback of using slot of mag.

    And the otherflipside is lower speed classes, get proactive defenses. But we saw this slowly stripped away over time (miss chance for Templar/DK, etc.)

    Not an easy fix, but great thread!
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  • Irylia
    Irylia
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    Major/minor 30/15%
  • Zelos
    Zelos
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    But I love being spammed with flying blade for a 50% snare and 6k damage:) I also love permafrost that has a snare which is pretty much a immobilize and stun.
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  • Seenoevil
    Seenoevil
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    Keep all skills ranged and melee as they are with the way they are applying snares, a range build needs a way to slow incoming melee, but put them on a major and minor system.

    Make it a debuff which can be cleansed,and cannot be reapplied for 4 seconds or countered by using major/minor expedition,
  • Mojomonkeyman
    Mojomonkeyman
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    I don't really agree with the snare nerf train and I see that most people going for it are known to play very mobile burst classes/setups exclusively, without having ever committed to another playstyle. I personally played magsorc, stamsorc and now a snare-heavy magwarden and like to believe that I've performed very well with any of them and understand the strengths & weakness of the different playstyles.

    My personal opinion is that eso has lost a lot of diversity in playstyles when dyn ult gen got removed. Slow standyourground pressure builds became basically non-existant, in later stages of the game the pressure application tools were exclusive to fast stamina classes (pressure mainly due to master weapons). For the longest time ESO was and still somewhat is about nuking someone 100-0 or gtfo (because of characters being very fast in general and smart healing so strong & easy to apply). That is a big shortcoming compared to other games when it comes to diversity in playstyles and even compared to early ESO stages as well.

    Currently, since the removal of 100% uptime on soft-cc immunity (FM-nerf) and the general nerf to speed in combination with how defile developed, for the first time in years it is possible to actually play slow pressure builds and kill people over time. Thats awesome.

    I mean, honestly, in GW2 my slow af Necro would fearlock people for close to 10 seconds straight into the corner by chaining four fear actives and passives, 8-10 seconds hard cc. Enough time to apply pressure inbetween the different fear abilities and kill those players. Similar in WoW. ESO doesnt have such mechanics that help slow setups, its so much more forgiving and one-dimensional in favor of hit and run burst. GW2 and WoW both, on a competitive level are/were (when I played them) considered much more balanced and diverse games than ESO.

    Stop painting a picture where snare/mobility restraining effects= big bad zerg, the current state of the game helps slow standyourground classes A LOT in solo/smallscale play pvp play and re-enables pressure play for magicka setups. That's something to be grateful for, imo.

    I do agree tho, that being permasnared/immobilized is not fun gameplay. Ive played many PvP games in my life, I think the most productive/healthy solution is not to nerf the snare %, but to keep the current core values or even increase them (70%/30% major/minor being softcountered by expedition so you are never 100% slowed) while restricting it more by adding auto-immunity/diminishing effects after X amount of time for a reasonable timing window. That would really help slow non-bursty standyourground by giving them more tools to lock people down for reasonable amounts of time - while guaranteeing that the lockdown is never permanent/absolute.
    Edited by Mojomonkeyman on February 13, 2019 5:40AM
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  • Glory
    Glory
    Class Representative
    I personally hope they introduce diminishing returns over time, particularly on debuff snares. I think ground snares should retain their efficiency, as they do contribute to the playstyle @Mojomonkeyman referred to without being as oppressive as snares that follow you wherever you go.

    Also, passive snare immunity would be my preferred way to go over ability based. Current meta = be forced to run a skill (Forward Momentum in like 80% of builds), and being forced to run a skill simply for the snare removal component is lame.
    MalagenR wrote: »
    Can we see some clips of your solo play so we can all learn how to handle snares better?

    You'll be happy to know I've been creating clips of me using Frost Wall of Elements to absolutely destroy people specifically for my favorite stalker. :smile: [/quote]

    I'm excited to see the release. I will agree that fighting good players takes a long time that you mentioned in a later post
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  • TheBonesXXX
    TheBonesXXX
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    Zelos wrote: »
    But I love being spammed with flying blade for a 50% snare and 6k damage:) I also love permafrost that has a snare which is pretty much a immobilize and stun.

    Permafrosting a turd Hurd is incredibly amusing.

  • FrankonPC
    FrankonPC
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    Zelos wrote: »
    But I love being spammed with flying blade for a 50% snare and 6k damage:) I also love permafrost that has a snare which is pretty much a immobilize and stun.

    I also love bad things
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